Shuffle your library. Then exile the top card of your library. Until end of turn, you may play that card without paying its mana cost. (If it has X in its mana cost, X is 0.)
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
|Want (3)||Supercomet , c0nstantine , carlosfee|
Printings View all
|Duel Decks: Mind vs. Might (DDS)||Rare|
|From the Vault: Lore (V16)||Mythic Rare|
|Vintage Masters (VMA)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Mind's Desire occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
- Can I use alternate casting cost for effects that allow you to play a card without paying the mana cost?
- How would this interaction work out?
- Commander : what happens when i killed all players including myself ?
- Are there any rules regarding shuffling your library multiple times? Mind's Desire
- How does Arcane Savant work with Storm cards?
Mind's Desire Discussion
3 days ago
try adding Mind's Desire and casting jace ftw
1 week ago
2 weeks ago
Correct, you still have to pay the mana cost while using Mystic Forge. You only get to skip the mana cost if the effect specifically says you cast the spell "without paying its mana cost".
Cards that let you easily avoid paying large mana costs are purposefully few and far between, as the mana system is a core part of what makes the game work properly. Some classic examples include Sneak Attack, Through the Breach, Reanimate, Goryo's Vengeance, Show and Tell, Mind's Desire, etc. One of the "Deck Help" forums would be a better place to go to ask for card suggestions.
1 month ago
enpc I understand that was your intention, but that seems to be from a standpoint that you want to lower the CMC. My point is that the creature itself would be more whole, if you kept it expensive but viable by itself without necessarily needing additional help, unlike a 2/2 trampler. It reminds me of a similar issue with Spawnwrithe. Spawnwrithe is often too small, even in Commander pre-cons to actually be able to function and do what it wants to do. Then it just ends up being irrelevant all together.
If you consider the Magus creatures, they are often costed and stat'ed to match what they intend to do and how their counterpart functions. Magus of the Bazaar is low stat'ed and cheap to cast because its main function is a creature-version of the Bazaar of Baghdad, so it doesn't need high stats as it needs to be used early and readily. It's not there for combat, it's there for the active ability. You want it early.
In difference to Magus of the Coffers who mirrors Cabal Coffers. Here the Magus is higher stat'ed and more costly, despite the counterpart is also a land. The Cabal Coffers is usually used as a late-game tool to explode some mana advantage, and the creature reflects that.
Magus of the Arena is also a very expensive creature, that is better stat'ed to better go with the fight-ability of it's counterpart Arena. If the Magus was weak, it would need help to function - on top of being a creature, whereas Arena is a land with no further inherent cost and is much better protected than a creature.
Magus of the Mind has the CMC of its counterpart Mind's Desire but also a more fair stat'ed body with a cheap activation to get the actual spell - in many ways it is better positioned to function than Mind's Desire itself, as it is very mana cheap the turn you break it, which opens up mana to cast spells to grant its active good value. The downside is that it is a creature and has summoning sickness, so opponents can deal with it or plan accordingly.
Magus of the Balance is the most different as it carries the CMC of its counterpart Balance, but with a heavier activation cost on the ability. And all the Maguses who mirrors a sorcery can still go off at instant speed, despite WotC's ability to limit it, and without adding to the cost of the active ability compared to the cost of the original counterpart. Granted Balance is also banned in all formats and restricted in Vintage, so it speaks more volume to the wrong costing and effect of Balance than the Magus itself being an outlier.
2 months ago
The reason you play Kykar, Pyromancer and Ascendancy is to get more value out of casting instants/sorceries especially Kykar because Spirits can be ramp. The Spirits/Elementals and draw/discard are bonuses for every instant/sorcery you cast. Which is good because the more value you can get out of the cards you cast the better your deck will be and the more fun game play will be.
Sevinne is very lackluster because you can only copy one spell a turn and that spell has to be cast from your graveyard. These restrictions are terribly slow since most flashback costs are a lot of mana and there's not enough good flashback cards to matter. If you want to play a spell heavy theme which is called "Spellslinger" then you're better off playing instants that copy other spells you cast or your opponents cast: Expansion / Explosion , Narset's Reversal , Reverberate , Increasing Vengeance . These are better than relying on Sevinne and having spells in your graveyard as well as having a way to cast them from your graveyard.
Thousand-Year Storm gives you the effect you want with copying instants/sorceries you cast and it copies any one you cast from hand or graveyard not just the first one you cast from your graveyard. Thousand-Year also copies the spell you cast equal to the number of spells you cast before it during the turn. This effect is called "Storm" in Magic and it's one of the most powerful mechanics in Magic. Mind's Desire is an example of a powerful budget card with Storm.
In the Mystic Intellect precon Elsha of the Infinite is a better card and overall better Commander General than Sevinne. You can cast noncreature/nonland cards on the top of your library with Elsha this includes instants/sorceries. Can cast sorceries on the top of your library as instants which with Spellslinger is very good. Elsha has Prowess, she gets bigger until end of turn the more noncreature spells you cast each turn. She can be a threat to do Commander damage by playing the Spellslinger theme.
You could change the precon into a Spellslinger deck with Elsha as General. With Elsha you don't have the restriction of playing cards that have flashblack instead you can play the best instant/sorceries that Jeskai can offer which does include some cards with flashback. Being able to cast instant/sorceries from the top of your library is better and faster than what Sevinne does. Elsha doesn't want a lot of creatures because her ability can't be used with creature cards, but some creatures who give you value when you cast instants/sorceries are good. This is an example of a budget creature base with Elsha:
- Soulfire Grand Master
- Young Pyromancer
- Kykar, Wind's Fury
- God-Eternal Kefnet
- Niv-Mizzet, Parun
Elsha works with Planeswalkers because a Planeswalker is not a creature card. Ral, Storm Conduit and Narset, Parter of Veils are budget Planeswalkers who interact well with instants/sorceries. Ral's -2 loyalty ability can copy an instant/sorcery you cast and he combos with Expansion / Explosion and other instant/sorceries that copy. Elsha works with artifacts which is helpful because mana rocks can be used for ramp to play Elsha/Thousand-Year faster and then afterwards when cast they count toward Elsha's Prowess.
3 months ago
Mainly Improvements I think you can make / Problems that I've found / Why this is a bad storm deck | Skip to the bottom for the Conclusion
3 BIG PROBLEMS > Mana, Consistency, and Modern itself
I will preface this with a statement, Modern HATES Storm. Almost all of the storm cards that Modern used to play are banned. Seething Song , Rite of Flame , Treasure Cruise , Dig Through Time , Ponder , Preordain , Faithless Looting , and Gitaxian Probe are all banned because of Storm and their use in or / storm decks. A lot of what I'll say will have relevance to Modern, but Storm is best in Vintage with access to the older Storm Cards. Some of the CARDS I mention will only be legal in Vintage, but the ideas/problems with this deck all have relevance to Modern
Differences I've found
Storm needs mana to do all the things it does. Do you know why Seething Song and Rite of Flame are banned? Because Storm took them and won on turn 1-2 and then kept winning on turn 1-2. However, because those things are banned, we need a compromise: Cards that make mana. Cards like Manamorphose , Desperate Ritual , and Pyretic Ritual can all get you the Generic portion of spells.
A difference between this deck and most Storm decks is that a) it doesn't win with Tendrils of Agony , which, although a black card, is way more efficient than Grapeshot but I'll talk about Winning later b) the cards that up the storm count don't do anything. Your Memnites, Ornithopters, and Darksteel Relics don't do anything on their own, they just cost 0. In other Storm decks, cards like Serum Visions , Manamorphose , Opt , and Deep Analysis all draw more cards while being cheap and upping the storm count.
Storm can win through other things too. Things like I dunno, creatures that DO things. Delver of Secrets Flip, Thing in the Ice Flip, and Baral, Chief of Compliance all a) do things and b) can ATTACK (Well, not Baral). If your Storm count fizzles, you still have a 3/2 flyer or a 7/8. Also, fizzling. In this deck, it's not so bad because your win condition is Aetherflux Reservoir , but fizzling is either because of a) not cards in hand or b) no mana. I've playtested this deck a few times, and what happens is I'm either top-decking, or I have no lands, both of which are TERRIBLE for a storm deck. This deck barely wins before turn 7-9, which in Modern is abysmally bad.
Your Win-Condition. You chose probably the hardest win condition in Storm. In a perfect game, where all the spells to setup are cast WHILE Aetherflux Reservoir is in play, you need to cast 8 spells to get to >50 life (56 to be exact; 20+1+2+3+4+5+6+7+8=56). So before you start going off, you need to get 4 mana and then live long enough to untap. It is very possible to get to 8 spells, but in this deck, it isn't. The way you cast spells, and the way those spells let you cast other spells means that you'll almost never have enough cards in hand to win. The ONLY line that I see is, yes, Retract , but that bounces Aetherflux Reservoir too, and we just spent 4 mana putting that thing in play. Even if we put Aetherflux into play again, we need 4 zero mana artifacts that WEREN'T in play last turn, which isn't impossible per se. So the things that this deck needs to win are a) Aetherflux Reservoir ALREADY IN PLAY b) Retract in hand c) 4 zero mana artifacts in hand d) Mana to both cast Retract AND Aetherflux Reservoir and e) a life total of at least 15. That's 5 things that this deck needs. 5 things in ONE HUNDRED CARDS!? Also, Aetherflux Reservoir isn't even a 4-of??! Not only would making you draw it easier, but 2 Aetherfluxes in play is not that bad if your win condition is >50 life. For storm it's bad, but for this, it's okay (Keep in mind a good thing in a bad deck is bad).
So, Aetherflux Reservoir sucks. What else is there?
PROS: 1) Can be cast multiple times throughout the game. The difference with Tendrils and Reservoir is that Reservoir is all or nothing; you NEED >50 life to win. Tendrils can be cast multiple times to win. If you cast tendrils for only say StormCount™ is 4, that's 8 life down for our opponent. Then, you can keep casting it. Maybe later you cast it for StormCount™ 5, that's 10 life down and 10 life gained. It's also a better thing for fizzling. If you even think you're going to fizzle, keep mana for tendrils. Tendrils should always be the last thing you cast each turn to maximize the StormCount™ 2) It's efficient. For the same mana cost as Reservoir, you get an immediate effect that drains your opponent. Also, each life that our opponent loses is great for us because instead of us gaining life, we're draining our opponent. In a format of Fetches and Shocks, 2 life is very easy to lose. Each 2 life our opponent loses is 1 less copy of tendrils we need.
CONS: 1) It's black, and quite a bit at that. We need 2 black mana to cast this thing. But, cards like Manamorphose , the Moxen that you have, Black Dual Lands, Urborg, Tomb of Yawgmoth or even just good old fashion Basic Swamp are all better than what you have right now. 16 Basics + 6 Basic Fetches is a lot for Modern. I know you're playing 100 cards, but that is still a lot. No Scalding Tarn s? No Fiery Islet s? Not even playing other duals? The Fast Lands, the Pain Lands, The Battle Lands, The Check Lands? All of these are not only but have black variants too.
PROS: 1) Cheaper, only needing to cast 2) Already in your colors / In the deck, so just needs more copies 3) Hits creatures to make way for creature damage to get through 4) Great support Card, makes Tendrils better by needing fewer copies and can chip away at a life total and help your creatures kill your opponent
CONS: 1) Really inefficient. You need to one-for-one your opponent's life total with StormCount™ if this is the MAIN win-con
PROS: 1) Cheap, needing to cast and already in your colors 2) Mill is a lot easier in Modern than Commander. Not only is every card our opponent draws good for us, but they only have ~60 cards to mill 3) Goes great with High Tide WHICH YOU SHOULD DEFINITELY BE PLAYING TO HELP YOUR AWFUL MANA
CONS: 1) Also pretty inefficient, milling 3 per StormCount™. However, unlike Grapeshot, players are constantly drawing cards and are probably drawing more than 1 per turn. 2) Completely dies to "Shuffle your graveyard into your library..." effects, so probably not a main win-con, but something to keep cards away from your opponents by milling them
PROS: 1) Very powerful at high storm count. Even with low storm count, if you can hit a Tendrils, a Grapeshot, or another Mind's Desire, then you can not only keep adding to the StormCount™ but kill your opponent 2) Adds to the StormCount™ because you cast the card
CONS: 1) A bit expensive mana-wise, but if you can be making mana with rituals or casting High Tide , then it's no problem
PROS: 1) On Color, Average cost 2) It makes a lot of creatures that can attack OR block. Also, unlike Awoken Horror , it is very hard to block all of them at once
CONS: 1) Summoning Sickness
CONCLUSION Read this if you only care about what I think of the deck and not on improvements
Honestly, the deck sucks. Aetherflux Reservoir is slow enough on its own, but the mana base, the support cards, and the number of cards make it even worse. With 100 cards, you can almost never get the pieces to fall into place right. You have very little card-draw and none of your cards replace themselves. You have to wait to at least turn 4 to cast Reservoir, and before that, you can't do anything. You can't cast your Memnite on turn 1 because that's less card to have on turn 4-5 when you have Aetherflux. Waiting until turn 4-5 to dump your hand of do-nothings is not the best. A hand dump of anything is probably not great, but in this deck of cards that don't replace themselves, it's extra bad. You'll almost never have enough cards after a hand dump. 1/3 of your deck is 0 mana artifacts. 1 card does anything on its own and you only have two copies of it. Mox Opal is the only card of the THIRD of your deck that does anything on its own. Mox Amber can only tap for mana if you have one of only FIVE legendary creatures/planeswalkers in play. With 100 cards, that never happens. Memnite and Ornithopter are never winning a game on their own in this deck. Darksteel Relic has no activated abilities. If Everflowing Chalice and Astral Cornucopia are 0 mana artifacts, then they also have no activated abilities. Paradise Mantle needs a creature. Spellbook does basically nothing because you aren't drawing cards. A lot of the other cards don't do anything either. I don't know why you are playing 100 cards if not a lot of them do things.
Unwinding Clock - What are you untapping that you need on your opponent's turn?
Isochron Scepter - a total of 12 cards and they are Vandalblast , which is NOT main-deck playable, Grapeshot , Rapid Hybridization , Dramatic Reversal , which, while it does untap the Sceptor, does very little in this deck, Cyclonic Rift , which can't be overloaded, and Retract , which bounces the Scepter and leaves Retract in exile. Not only is it rare to have an imprint target, but that target sucks.
Shimmer Myr - You don't need flash if you're doing everything on your turn
Erayo, Soratami Ascendant - You don't need its flip side
Now, a lot of these cards are 1-of's which is good. But there are cards that you have 1 of which are amazing. Most of them are legendary creatures, which drawing 2 of kinda sucks, but in 100 cards (which is still dumb) you'll never get them if you only have one copy
Urza, Lord High Artificer - Lets your do-nothing artifacts tap for ! Also, he gets you a creature that, with a lot of artifacts, can attack for lethal. ALSO, he has an activated ability which, with excess dumb artifacts, can keep you casting spells
Jhoira, Weatherlight Captain - DRAWS YOU SO MANY CARDS!! Is also a 3/3
100 cards is a bad idea in general. Consistency is a big part of any format. Even with 100 cards, you can still up consistency. Splash for tutors, White or Black, to find the cards you need.
Sideboards are a thing and can have up to 15 cards. Put targeting removal like Vandalblast there instead of your main deck. The "hate" cards of MTG go in the sideboard
3 months ago
you will want Force of Will and Force of Negation to stop your opponent should they go first :p fun concept, ive thought about what it would be like without restrictions too. maybe diversify the storm spells in case they remove them somehow, use 1 BrainFreeze 4 Mind's Desire 1 Tendrils of Agony , and cut down to 1 grapeshot. also maybe just go 4 wheel and no recycle? idk, it seems pretty crazy!
7 months ago
Hi, I was reading through your decklist and description and had a couple of suggestions that might make your deck run better. I too have made an Elsha deck and learned quite a bit about how to hone her; however, I will preface this with I made mine geared more towards cEDH, but these are just general optimization tips.
My core suggestion is that you don't need to win more. That is, once you've achieved your top combo and gotten your deck in hand, you should be able to win. Here's a short run down, on the board is a way to reduce your artifacts by (at least) . You can play Sol Ring then play another cost reducer. Let's say you now have Helm of Awakening and Foundry Inspector out. You can now play enough cheap mana rocks to play Jace, Wielder of Mysteries , draw a card, and end the game. In my experience, most playgroups don't like to sit there waiting while they know you can win. You don't need to worry about getting infinite mana with Saheeli and Urza, Lord High Artificer .
As for the focus on storm, you don't need it. Most storm-based strategies cast a bunch of free spells or get infinite mana to cast something big to end the game. Since you already have a way to close the game without having to worry about the storm count, it's not needed. I would suggest taking out the following:
- Storm Entity
- Ignite Memories
- Mind's Desire
- Temporal Fissure
- Volcanic Awakening
- Thousand-Year Storm
There are also some more general optimization that I would make too. You are running some pretty inefficient cards like Oona's Grace . There are far more efficient card-draw spells. There are also several nonbo cards like Zetapla and Angel of Invention . Each card should be advancing you towards your main goal. They are not. Lastly, I would remove most of your instant /sorcery synergies, like Ral, Storm Conduit . Instants and sorceries make up less than 20% of your deck. Almost all of your pieces that combo with them will be duds for most of the game. These include:
Good luck, and I hope that you enjoy your deck!